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RECOMMENDATIONS
August 2013
Introduction
This document is intended to give advice, guidance, and best practices regarding a variety of
design considerations to create the best user experience on mobile devices. The suggested best
practices in this paper are based on experience as well as usability research.
Summary
The basic findings and recommendations in this document are that:
• The conversation around mobile devices is less about Consumption vs. Creation and
more about Task Complexity vs. Task Duration.
• Properly sized designs for the desktop experience will also work for the tablet experience.
• Smartphones want customized experiences.
• Progressive disclosure is more important than ever on smartphones.
• How people interact with touch-based devices influences success rate of applications.
• Leave room to enable scrolling.
In addition, around 44% of Americans use smartphones while Great Britain it's even higher at
51%. A comScore survey found that Apple iphones made up 39.2% of the 138.5 million
Americans who owned a smartphone. Samsung is number 2 with 22%. Also Google controlled
52% of the mobile operating system market, Apple was at number two with 39.2% and
BlackBerry was third with 5.1%.
The take away from this, whichever set of numbers you focus on, is that designing digital content
to be consumed on a mobile device is becoming more important. Also, for the time being,
Apple's devices are the dominant players in this field.
Essentially, the more difficult a task becomes and the longer you plan on spending on a device,
the more likely you will use a desktop computer vs. a tablet vs. a smartphone. A quick and easy
response to an email is an easy task for a smartphone. A long and complicated activity like doing
your taxes is something best suite for a desktop computer. Some people make the argument that
anything you do on a desktop computer you could do on a mobile device, but the likelihood of
this is slim as some software requires the precision of a mouse and users tire of typing away on
a flat piece of glass with no tactile response.
Dimensions
The ipad
So the nice thing about designing for the ipad is that, if you are already designing for the industry
standard baseline size of 1024 x 768px, then you are most of the way there. The latest two
generations of ipads (ipads 3 & 4) have resolutions of 2048 x 1536px and a pixel per inch (ppi)
resolution of 264ppi (which Apple calls "retina" display"). Both of these measurements are just the
measurements of the previous ipad doubled. Also, a display that would mimic the human eye and
be a true "retina" display would have to be at least 477ppi. The term "retina" display is just an
Apple marketing gimmick. Since 2048 x 1536px is 1024 x 768px doubled you can design for 1024
x 768px and the iPad's operating system will take the content and scale it up to fit based on the
device's orientation. So when the ipad is in landscape orientation, it will take your 1024px wide
design and have it fit nicely while the page may scroll vertically.
An additional consideration is how much screen space is available before scrolling - above the
fold as it were. There are two sets of controls that take up space at the top of the ipad. First is the
Safari browser chrome and the second is the QlikView chrome. As of May 2013 the available
space in landscape orientation is 596px. In portrait orientation it is 792px. This means that in
landscape you have 596px of space to design for before people have to scroll the page to see
additional content. As has been discussed and documented for years, scrolling content is
perfectly acceptable and is widely understood but it is still valuable to know what content people
will see when a page loads before scrolling.
The iphone
There are currently two popular iphone sizes to design for. The newest iphone is the iphone 5
which has a resolution of 640 x 1136px at 326ppi. The iphone 4's have shorter resolutions of 640
x 960px also at 326ppi. What size to design at in QlikView is harder to answer.
Similar to the ipad, the iphone will also scale content to fit the orientation of the device.
Currently however there is a sizing problem between QlikView and iphones.
Design Considerations
The ipad
Other than designing for the appropriate resolution, usability studies have shown that users are
fine consuming full site designs on tablets. Full sites being websites designed for desktop
computers and traditional web browsers as opposed to “mobile sites” which are designed for
smaller devices such as smartphones. The same is true of QlikView applications. A well-designed
application intended for desktop computers should be fine on tablets.
Also, users prefer a single column design in mobile sites as opposed to traditional site design
where you have more horizontal space. Single column design lends itself better to scrolling up
and down in a smaller window.
The Nielsen Norman group's general recommendation for designing content for smartphones is
to:
- Cut features to eliminate things that are not core to the mobile use case;
- Cut content to reduce word count and defer secondary information to secondary pages
(essentially Progressive Disclosure)
To make this happen in QlikView, you have to design common objects very large. Seemingly
small things such as text objects, list boxes, charts, etc. have to be blown up to be larger in order
to scale correctly for smartphones.
This is an Insurance application created by the Demos & Best Practices team. It has both
desktop and smartphone versions. The top image is the design for the full app while the bottom
image is what you have to do to create a smartphone experience. Everything has to be designed
larger to fill the 970px of width correctly on an iphone. For example the title “Insurance
Dashboard” is set at 55pt where the standard desktop version it was only 20pt.
Some of this is trial and error to get the sizing correct but you also have to decide what stays and
what goes. If you have 30 objects on a page in the full-site you might not want all 30 on the
mobile version.
In the top image we see there is a link on the right side for “Filters & Current Selections.” Upon
selecting that a layer shows up at a higher Z level with additional options and filters that users
Interaction model
In general remember that interacting with mobile devices is almost always done with a finger
which is larger than a mouse cursor. As far as touch-first sizing guidelines, you should be
generous with your hit areas on buttons, links, and try larger text sizes. Any element designed to
be interacted with by touch will also work for a mouse. The reverse is not necessarily true.
Touch target sizes should be around 23 x 23px in size or larger. Also, leave an additional 6
pixels of space or more around objects to avoid users selecting the wrong object by mistake.
Touchable is not the same as touch-enabled. Giving users a larger hit area makes your
application touch-enabled.
Also, most people are right handed. This isn't really an issue on tablets, but for smartphones this
can make a bigger difference. When people are using their phone with just their right hand,
scrolling and selecting with their thumb, this makes certain parts of the phone easier or harder to
reach. You can design for this by placing more severe concepts like Clear All in a hard to reach
spot to avoid being selected accidentally.
Scrolling
An additional consideration is to leave some negative space, some white space, in your design
for scrolling. When a page scrolls on a touch based device the design should have a built in area
where users can scroll the page with their finger. You can't scroll a page when you are touching
the part of the page that has a QlikView object on it because your touch engages the object
rather than scrolling the page. Consider leaving 10px or so down the right side as a track where
users can interact with the page to scroll if need be.
Hopefully these recommendations can help you get closer to that goal.
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